<!DOCTYPE html>
<html lang="en">

<head>
    <meta charset="UTF-8">
    <meta http-equiv="X-UA-Compatible" content="IE=edge">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Document</title>
    <style>
        body {
            background-color: #bbb;
        }

        #canvas {
            background-color: #000;
        }
    </style>
</head>

<body>
    <canvas id="canvas" width="400" height="400"></canvas>
    <textarea name="" id="log" cols="30" rows="10"></textarea>
</body>
<script src="./utils.js"></script>
<script src="./arrow.js"></script>
<script src="./ball.js"></script>
<script src="./ship.js"></script>
<script>
    window.onload = () => {
        var canvas = document.getElementById("canvas");
        var context = canvas.getContext("2d");
        var log = document.getElementById("log"),
            mouse = utils.captureMouse(canvas),
            ball = new Ball(),
            easing = 0.05,
            targetX = canvas.width / 2,
            targetY = canvas.height / 2,
            isMouseDown = false;


        // canvas.addEventListener("mousedown", function () {
        //     if (utils.containsPoint(ball.getBounds(), mouse.x, mouse.y)) {
        //         isMouseDown = true;
        //         canvas.addEventListener("mouseup", onMouseUp, false);
        //         canvas.addEventListener("mousemove", onMouseMove, false);
        //     }
        // }, false);

        // function onMouseUp() {
        //     isMouseDown = false;
        //     canvas.removeEventListener("mouseup", onMouseUp, false)
        //     canvas.removeEventListener("mousemove", onMouseMove, false)
        // }

        // function onMouseMove(e) {
        //     ball.x = mouse.x;
        //     ball.y = mouse.y;
        // }

        (function drawFrame() {
            window.requestAnimationFrame(drawFrame, canvas)
            context.clearRect(0, 0, canvas.width, canvas.height)

            // if (!isMouseDown) {
            //     var vx = (targetX - ball.x) * easing,
            //         vy = (targetY - ball.y) * easing;
            //     ball.x += vx
            //     ball.y += vy
            // }

            var vx = (mouse.x - ball.x) * easing,
                vy = (mouse.y - ball.y) * easing;
            ball.x += vx
            ball.y += vy

            ball.draw(context)
        }())
    };
</script>

</html>